/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
class FNetworkPredictionData_Client_Character : public [FNetworkPredictionData_Client](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Client), protected [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)
uint32: 1
bUpdatePosition
float
ClientUpdateRealTime
Timestamp of last time it sent a servermove() to the server.
float
CurrentTimeStamp
Current TimeStamp for sending new Moves to the Server.
float
DebugForcedPacketLossTimerStart
Used for simulated packet loss in development builds.
TArray< FSavedM...
FreeMoves
FSavedMovePtr
LastAckedMove
float
LastCorrectionDelta
Used for remembering how much time has passed between server corrections
float
LastCorrectionTime
Used to track time of last correction
float
LastReceivedAckRealTime
Last World timestamp (undilated, real time) at which we received a server ack for a move.
FVector
LastServerLocation
FVector
LastSmoothLocation
Values used for visualization and debugging of simulated net corrections
float
MaxClientSmoothingDeltaTime
Max time delta between server updates over which client smoothing is allowed to interpolate.
int32
MaxFreeMoveCount
float
MaxMoveDeltaTime
Max delta time for a given move, in real seconds Based off ofAGameNetworkManager::MaxMoveDeltaTimeconfig setting, but can be modified per actor if needed.
int32
MaxSavedMoveCount
float
MaxSmoothNetUpdateDist
Copied value fromUCharacterMovementComponent::NetworkMaxSmoothUpdateDistance.
FQuat
MeshRotationOffset
Component space offset of the mesh. Used for rotation smoothing in net games.
FQuat
MeshRotationTarget
Target for mesh rotation interpolation.
FVector
MeshTranslationOffset
World space offset of the mesh.
float
NoSmoothNetUpdateDist
Copied value fromUCharacterMovementComponent::NetworkNoSmoothUpdateDistance.
FQuat
OriginalMeshRotationOffset
Used for rotation smoothing in net games (only used by linear smoothing).
FVector
OriginalMeshTranslationOffset
Mesh smoothing variables (for network smoothing)Used for position smoothing in net games
FSavedMovePtr
PendingMove
TArray<FCharac...
ReplaySamples
Array of replay samples that we use to interpolate between to get smooth location/rotation/velocity/ect
TArray< FSavedM...
SavedMoves
float
SimulatedDebugDrawTime
double
SmoothingClientTimeStamp
Used to track the client time as we try to match the server.
double
SmoothingServerTimeStamp
Used to track the timestamp of the last server move.
float
SmoothNetUpdateRotationTime
How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server.
float
SmoothNetUpdateTime
How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.